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jolo309

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jolo309 last won the day on February 3 2017

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About jolo309

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    C#, C++

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  1. Climbing

    You should move the parent, not the child. If you only move the child then it will do what you're experiencing. Play the animation on the child like you do now, but move the parent instead of the child
  2. Check objects position

    What you did were breaking out of the foreach allowed positions loop when the object wasn't at one of the allowed positions. Here's an explanation Let's say we have 3 spheres, and 3 allowed positions: 1st sphere loops through the allowed positions: - 1st allowed position failed, because the sphere wasn't at that position. oh now it breaks the loop. - So that means already at the first test, it breaks out of the allowed position loop and won't compare with the other allowed positions. 2nd sphere loops through the allowed position: - 1st allowed position passed, it continues the loop even though it found a match. - 2nd allowed position failed, it breaks the loop and sets the test to false. 3rd sphere loops through the allowed position: - 1st allowed position passed, it continues the loop even though it found a match. - 2nd allowed position failed, it breaks the loop and sets the test to false. so it will always return false with the code you posted. Well not always, the only way it can return true is if the 3rd sphere's position matches the last allowed position. That's the only time it will be true Made a few adjustments, now it should work public bool checkSequence() { bool test = false; foreach (Transform t in spheres) { test = false; foreach (Vector3 p in pos) { if (p == t.position) { test = true; break; } } if (!test) { break; } } return test; } Now with the new code, let's say we have 3 spheres, and 3 allowed positions: 1st sphere loops through the allowed positions: - 1st allowed position failed, because the sphere wasn't at that position. - 2nd allowed position passed. Breaks out of the loop. 2nd sphere loops through the allowed position: - 1st allowed position passed. Breaks out of the loop. 3rd sphere loops through the allowed position: - 1st allowed position failed, because the sphere wasn't at that position. - 2nd allowed position passed. Breaks out of the loop. The method returns true Here's another where it will fail: 1st sphere loops through the allowed positions: - 1st allowed position failed, because the sphere wasn't at that position. - 2nd allowed position passed. Breaks out of the loop. 2nd sphere loops through the allowed position: - 1st allowed position failed, because the sphere wasn't at that position. - 2nd allowed position failed, because the sphere wasn't at that position. - 3rd allowed position failed, because the sphere wasn't at that position. - This sphere wasn't in any of the allowed positions, so now it breaks out of the sphere loop too and the function returns false
  3. Check objects position

    Do you want to check if an object's position in the object array matches one of the vectors in the vector3 array? Like so: is object[0] position == vector3[0] is object[0] position == vector3[1] is object[0] position == vector3[2] is object[1] position == vector3[0] is object[1] position == vector3[1] is object[1] position == vector3[2] etc... Or is it more like: is object[0] position == vector3[0] is object[1] position == vector3[1] is object[2] position == vector3[2] etc... Or what do you mean?
  4. Not any that I know of
  5. The weapon script uses the legacy version of the animation system How to use animations: Make sure your weapon's animations uses the legacy animation system Attach the script to a weapon, and find the animations section. Where it says Fire Animation in the inspector, put in the name of the fire animation clip Do the same for the other animations. Shooting: The shooting uses the center of the screen, so you don't have to set any point to where the bullets go. I made the script quite a while ago, so there's a lot that could be improved, pretty much everything. Example. The way I made recoil in the script is by using the screen, which is an awful way of doing it because some may have a big screen, and they will have less recoil than those with a small screen.
  6. Tank head rotate angle ?

    Try changing var rotation = Quaternion.LookRotation(target.position - transform.position); to var rotation = -Quaternion.LookRotation(target.position - transform.position); or var rotation = Quaternion.LookRotation(transform.position - target.position); Both ways should result in same behaviour
  7. 2.5d Ping Pong

    New update: Significant improvement to the controls, which means no more slidey or delayed controls Bug fixes Optimizations Download and webgl links is in the first post
  8. 2.5d Ping Pong

    New update: Powerups and powerdowns | Right now there is 3 powerups and 1 powerdown. Size up, 1HP shield, 2HP Shield, Controls inverter Main menu changes A few bug fixes Powerups and powerdowns spawns randomly. If the ball hits a powerup or powerdown, then the player that hit the ball the most recent gets it. Download is in the first post I have also uploaded the new version to newgrounds, so you won't have to download it, plus the game got through Judgement
  9. 2.5d Ping Pong

    I have submitted the game to newgrounds, so you can play it without having to download anything. Link to the game The game is "Under judgement", so I'm not sure if it is going to be blammed, it depends on the ratings, but you can try it out. Oh, and one more thing. It doesn't run as smooth as it does in the downloaded version, but it is still playable, I have no problem with it
  10. 2.5d Ping Pong

    Alright, here's the new update. Took a bit longer than expected, as I wanted the hard difficulty to be harder than easy and medium, without having to increase the speed of the AI. Every difficulty has the same speed, but the hard, and medium difficulty is a bit more human like, and tries to predict somewhat where the ball ends up. [FIXED] When you lost, it would print "You won!" instead of "You lost!" when you lost. [ADDED] A pause menu. [AI] Improvements for hard, and medium difficulty. [FIXED] When the ball is preparing to shoot, the timer didn't stop. Next update I will focus on improving the gameplay a bit, and that update might be the last, not sure. This game was just something I wanted to make, for anyone that wants to have something to play with a friend or something when bored, and because I wanted to see how it would be to make something simple, and nothing overwhelming. I will probably share this on something like kongregate too, and I might even make an android version, but I'm not sure yet. Download: Ping Pong 2.5D [Public Release v1.1]
  11. 2.5d Ping Pong

    Thanks, will try to think of something to make it more interesting
  12. HI

    OnTriggerEnter requires an argument, that's why when you try to call it without any arguments it is throwing an error. Anyway, you shouldn't be calling OnTriggerEnter, because it gets called automatically when something enters the trigger. If you just want to explode the claymore, what you could do is create a new method and name it something like "Explode", and then move everything that is responsible for the claymore exploding, into the new method Then you can call that method anywhere you want to explode the claymore
  13. 2.5d Ping Pong

    I will upload a new update, soon. I'll see if I can finish it today, and if not, then tomorrow. The new update will have a few fixes, and additions. [FIXED] When you lost, it would print "You won!" instead of "You lost!" when you lost. [ADDED] A pause menu. [AI] Improvements for hard difficulty, without speeding up the AI. [FIXED] When the ball is preparing to shoot, the timer didn't stop. Please give me some feedback, I would really appreciate it
  14. 2.5d Ping Pong

    Hello, I have made a simple 2.5d Ping Pong game, and it was pretty fun to make. You can play with your friend locally, using the same keyboard. The one who has the most points when the timer ends, will win. Feedback is appreciated Features: Player vs computer - Play versus the computer(you can choose easy, medium, hard difficulties). It is not really difficult, even on hard Local 2 player - Play with a friend using the same keyboard. Player 1 uses WASD, and player 2 uses the arrow keys High speed effects - When a ball enters high speed mode, it will have impact effects when hitting the pads, and have an effect surrounding the ball. The camera will shake upon impact, which can be disabled Simple anti stuck - The ball resets when taking more than 4 seconds before it gets hit Powerups and powerdowns - You can disable it if you don't want play with powerups and powerdowns Screenshots: A video showing the gameplay. The fire trail in the video has been shortened in the downloadable version: Controls: WS - Player 1 controls Arrow keys up/down - Player 2 controls P - Pause game Download: Ping Pong 2.5D [Public Release v1.0] Ping Pong 2.5D [Public Release v1.1] Ping Pong 2.5D [Public Release v1.2] Ping Pong 2.5D [Public Release v1.3] WebGL: Newgrounds - v1.3 If you find any bugs please post them, and I'll fix them asap.
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